FTL Ideas

Immune to fire. Deal double damage and move twice as fast while standing in a square that is on fire. Set entire room occupied on fire upon death. Speed and damage are halved in rooms that are not on fire.

Scaly Plating:

Your ship does not take system damage from fire.

Volatile Nebula:

Disabled sensors. Fire spreads twice as fast on both ships. *Only appears in the Underworld sector.

100% hit chance as long as targeted room is visisble. Deals 2 system damage.

[Gas Bomb]: Mark I: 1 power, 50 scrap, 20 sec

Fills the room it hits with gas.

AUGMENTS:

[Reflector]: Scrap: 50, Rarity: 3

When shields are up, reflects blockable projectiles at the opposing ship. Shields still take damage from reflected projectiles.

[Wormhole]: Scrap: 100, Rarity: 3*

Lets you jump to any beacon in a sector. Lets you jump before FTL is charged. Consumed after use. Cannot stack. Inflicts your ship with Gravity II for 20 seconds after jumping. Can only be bought in Slug Homeworld.

The Nautilus comes equipped with this augment.

[Reinforced Hull]: Scrap: 100, Rarity: 5

Adds 10 points to your hull. Can stack. The Luxury Cruiser comes equipped with 3 of this augment.

[Nanite Hull]: Scrap: 0, Rarity: 0

Hull is repaired by (number of shields active) every time you jump into an empty beacon. Hull is repaired by 5 every time you jump into a new sector. The Virus comes equipped with this augment.

[Short-Circuiter]: Scrap: 40, Rarity: 3

When an enemy system is disabled, instead of dealing 1 hull damage, deals hull damage equal to system power. Maximum hull damage of 4.

Breaches the enemy ship upon entry. Locks the doors of the room it's in (Doors 3) and increases the gravity in the room by 1 every 10 seconds. Upon leaving a room, takes 20 damage, deals 2 system damage, and creates a breach if the room is systemless.

[Gas Intruder Drone]: Scrap: 70, Power: 2, Health: 150

Creates a breach upon entry. Fills the room it is in with gas (8 sec).

[Reflector Drone]: Scrap: 65, Power: 3

Deployed on your ship. Reflects one projectile (including missiles) or beam back at the enemy ship. Once a projectile or beam has been reflected, the drone has a cooldown of 5 seconds before being able to reflect again.

SHIPS:

[Wyrmwood]

Crew: Human x 2, Salamander x 1

Resources: Fuel: 10, Missiles: 16, Drone: 0

Systems: Reactor: 8

3: Weapons

2: Shields, Engines

1: Medbay, Oxygen

Weapons: Fire Bomb x 1, Burst Laser I x 1

Augments: Scaly Plating

[The Hellbender]

Crew: Salamander x 3

Resources: Fuel: 10, Missiles: 4, Drone: 0

Systems: Reactor: 8

3: Weapons

2: Shields, Teleporter

1: Medbay, Oxygen, Engines

Weapons: Dual Lasers x 1, Fire Beam x 1

Augments: Scaly Plating

[Brimstone]

Crew: Salamander x 1, Lanius x 1

Resources: Fuel: 10, Missiles: 10, Drone: 8

Systems: Reactor: 8

2: Shields, Drone Control

1: Weapons, Medbay, Oxygen, Engines

Weapons: Artemis x 1

Drones: Fire Beam Drone x 1

Augments: Scaly Plating

HOLOGRAMS:

Hologram (system):
Scrap: 80

Generates and powers holograms.

Level 1: 1 hologram, 10 sec load

Level 2: 2 holograms, 15 sec load

Level 3: 3 holograms, 20 sec load

To activate your holograms, you must wait a few seconds as they load in. Loading time increases as your system is upgraded. All holograms load simultaneously, and load in where they were left before.

Holograms:

Holograms function identically to crew. However, holograms are not considered crew, and thus are not affected by the crew limit.
Holograms cannot take nor deal damage.
Holograms cannot be stunned, but if the hologram system is ionized, all holograms will be stunned.
Enemy crew will attack holograms, and your crew will too.

EMPTY BEACONS:

When you jump into an unexplored empty beacon, you may choose from one of the three randomly selected. Only appear if you meet the system requirements.

[Shields]: Adds super shields.

Level 2: 75% fail, 25% +1 super shield

Level 4: 50% fail, 50% +1 super shield

Level 6: 25% fail, 75% +1 super shield

Level 8: +1 super shield

Never appears when you have a super shield.

[Engines]:
Gives you fuel.

Level 2: 80% fail, 20% +3 fuel

Level 4: 60% fail, 40% +3 fuel

Level 6: 40% fail, 60% +3 fuel

Level 8: +3 fuel

[Weapons]: Triggers a fight.

Level 3: 75% fail, 25% success

Level 5: 50% fail, 50% success

Level 8: 100% success

[Medbay/Clonebay]: Raises the health of a random crew member/s above their cap.

Gas is a hazard that 1: stuns friendly and enemy crew inside of it 2. obscures vision inside room 3. prevents you interacting with any crew inside room. Gas can only be removed by removing oxygen from said room (5 seconds). Gas spreads in a fashion similar to fire, but on an room wide basis, instead of a square based one. Gas takes 3 seconds to fully fill a room, giving time for your crew to escape. When opening airlocks in a nebula, gas will fill the affected rooms but eventually dissipate as the oxygen level drops.